Age | Commit message (Collapse) | Author |
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Highlight annotations in the GDScript syntax highlighter
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[Net] Refactor RPCs, remove RSETs
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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By default, a orange color is used to highlight annotations in the
script editor.
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Rename Quat to Quaternion
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Add missing override keyword to CSharpLanguage::is_control_flow_keyword()
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MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER
No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
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Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
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Also _transform to _transform3d
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In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
(reliable/unreliable/ordered) and channel (channels are not actually
implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
scripts that now only needs a single `get_rpc_methods` function.
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Fix some warnings raised by GCC-11.1
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Rename the bundled text editor themes for consistency with themes
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The Adaptive text editor theme is the default, and has therefore
been renamed Default for consistency with the Default theme preset.
It keeps its automatic dark/light switch status.
The Default text editor theme was actually a legacy Godot 2-style theme,
so it has been renamed to Godot 2 to match the theme preset.
Its background color has been changed to be a constant opaque color,
since the new editor theme made the theme look less good on a translucent
background. The previous background color on light theme also lacked
contrast.
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Fix UV mapping on CSGSphere
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pfertyk/issue-46020-pluginscript-instance-has-crashes-godot
Check for _language in PluginScript.instance_has
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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gltf: Fix mesh nodes which are also bones.
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DavidCambre/VisualScript_Missing_SequencePort_Seed
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Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
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GDScript: Fix function signature check for self calls
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GDScript: Use analyzer data to decide assignment conversion
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Since there might be tricky cases in the analyzer (in the case of unsafe
lines) which would need to be properly checked again. Instead, this
splits the code generator in two functions and use information set by
the analyzer to tell which function to use, without a need to re-check.
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Also add a GDScript test for this case.
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Increase icon saturation by 30% for all editor icons
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This changes the error message to be more clear on the output files and
also fixes an issue with the relative path of the offending file that
was not trimmed correctly.
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Replace QuickHull with Bullet's convex hull computer.
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The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
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Normals being optimized has better quality now.
Test simplify once and then use a slightly less tolerant
error for the target error.
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